Académique Documents
Professionnel Documents
Culture Documents
one of the international languages used by most people in the world. In Indonesia,
English is not considered as a second language but a foreign language
Vocabulary is one of the important factors in learning English. A large
vocabulary opens students up to wider range of reading materials. It is undeniable
to say that vocabulary mastery is one of the aspects in English which is worth
increasing, and cannot be put aside. Without mastering adequate vocabulary, the
students will be unable to work on the four language skills.
The writer chooses game by consedering that game help and encourage
many learners to build their interest and work. According to Kolf (1989), through
games, vocabulary can be practiced and emphasized. Similarly with Hansen
(1994:118) said games are highly motivating and entertaining, and can give to shy
students more opportunity to express their opinions and feelings. Games brings in
relaxation and fun for students, thus help them learn and retain new words more
easily.
The writer finds out the appropriate game for Junior High School
students namely Scrabble. Scrabble is a word game. It is a fun way to improve
vocabulary, pronunciation and overall grammar. To play consists of forming
interlocking words, cross-word fashion on the Scrabble playing board using letter
tiles with various score values. Srabble is owned by a game company (Hasbro,
Inc). Srabble has 225 squares and 100 tile, of which each of the 26 letters of the
alphabet is represented in direct proportion to its frequency in words in the
English language. Letters are assigned point values according to this framework.
B. Method
The research design used in this study is a classroom action research.
According to Carr and Kemmis (1986) define action research as a form of selfreflective enquiry under taken by participants (teachers, students or principals, for
example) in social (including educational) situations in order to improve the
rationality and justice of (a) their own social or educational practices, (b) their
understanding of these practices, and (c) the situations (and institutions) in which
these practices are carried out. The aim of classroom action research is to improve
teaching and learning system.
Classroom action research was performed in a form of processes that
consist of four phases by Kemmis & Mc. Taggart (1992), they are: (1) planning of
the action, (2) implementing of the action, (3) observing of the action, and (4)
making analysis and reflection. This research consisted of two cycles and each
cycle consisted of four phases ;
1) Planning
In this step, the researcher and her collaborator prepared the proposed by
strategy designing the lesson plan, instruments, and the criteria of success.
2) Action
In this phase, the researcher implemented teaching activity using scrabble
game. It aimed to help the students to improve their vocabulary mastery.
3) Observing
In classroom action research, the observation focuses on collecting data during
A
N
x 100
Where:
A : Gained Score
N : Maximum Score
S : Students Score
The result of the data analysis above is classified qualitatively to answer
the research problem based on the classification of the score levels below:
96 100 = Excellent
86 95
= Very Good
76 85
= Good
60 75
= Fair
0 59
= Poor
The classical analysis is used to analyze that the research is success or not.
According the curriculum, if 75% of the students passed the passing grade, its
mean that the research is success. The formula is:
X% =
Y
N
x 100
Where:
X% : Percentage of Success
Y
In the planning step, the researcher made a lesson plan, selected the
appropriate material and prepared the instruments to collect data, such as
observation sheets, field note and test. The reseacher also prepared posttest for the end of the cycle to know the students improvement in
vocabulary mastery.
2. Implementing
From the results of this research, the teacher tried to implement the
Scrabble game to improve vocabulary mastery. As what happened in the
teaching process, the students in the first time seemed hard to understand
the way to implementing Scrabble game and difficult to create a new
word.
3. Observing
Many students seemed to be confused with the teachers explanation, so
the teacher repeated the explanation slowly and used Bahasa Indonesia to
get classical attention. the teacher was able to perform all the steps as
stated in observation sheet but she did not obey the limitation of the time
for students in playing scrabble. Some groups finished their game too
early, but some others too late.
4. Reflecting
a. Analysis on the Instruction
Analyzing the reading instruction in the cycle I, It was found some
problem and weaknesses. Some of them were teachers explanation
was not clear, the examples given were not simple, the time allotment
was not set well, the teachers voice was not loud, and she did not go
around the class while explaining. For these weaknesses, it was
suggested that the teacher should give clear explanation, give clear and
easy examples.
STUDENTS NAME
SCORE
AF
ARR
AR
AS
BS
BH
EDA
FDCS
FW
HDR
IF
JT
LM
60
75
65
45
80
40
70
45
75
60
40
75
70
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
LID
MK
MY
MRBP
MAG
MA
NLD
NHS
RWT
RSC
RL
RNP
RMS
SF
SH
VDM
WR
85
55
75
70
50
40
70
55
75
45
70
45
55
60
55
70
50
1825
60,8
Total
Average
Cycle II
1. Planning
In the planning step of the cycle II, the researcher made a lesson plan,
other related instruments, and a post-test to measure the students
improvement in vocabulary mastery.
2. Implementing
The teaching and learning activity in the second cycle was the same as the
teaching and learning activity in the first cycle, but in the second cycle was
done improvements that had not complete in the first cycle
3. Observing
The teacher had already been able to convey her explanation better than
before. The students seemed to understand with the teachers explanation,
because the teacher explained the lesson slowly and switched in Bahasa
Indonesia. The brainstorming was completed, but she had to be more
creative in making questions so that the students would have a lot of
examples to learn. Almost of the students paid attention to the teachers
explanation; including those who sat in the back row.
4. Reflecting
a. Analysis on the Instruction
The time allotment had already set clearly, furthermore the teachers
voice was louder so that the students in back corner could hear the
explanation clearly, and the teacher also went around the class when
explaining the lesson. The students were active and enthusiastic in
joining the teaching and learning process in cycle 2.The information of
students activeness was obtained from the process data. It was taken
from the observation sheets and the field-notes during the teaching and
learning process.
b. Analysis on the Students vocabulary mastery
The teacher assesed students vocabulary mastery by giving score for
each correct and meaningful sentence. The result can be seen on table
4.4 below:
Tabel: 4.4 the result of Post-Test cycle II
NO
1
2
3
4
5
6
7
8
STUDENTS NAME
AF
ARR
AR
AS
BS
BH
EDA
FDCS
SCORE
75
75
70
55
85
60
70
70
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
FW
HDR
IF
JT
LM
LID
MK
MY
MRBP
MAG
MA
NLD
NHS
RWT
RSC
RL
RNP
RMS
SF
SH
VDM
WR
Total
Average
75
65
80
75
70
85
75
75
70
55
65
70
70
75
55
70
55
70
75
70
70
75
2105
70,16
10
11
students motivational level is likely to increase, and they will have the chance to
enhance their vocabularies.
D. Conclusion and Suggestion
By analyzing the result of the implementation of scrabble game in the
teaching and learning reading at SMPN 2 Saronggi, for the students activeness
and vocabulary mastery could be done effectively through implementing the steps
of the game to the teaching reading that was done in three instructional phases:
Pre-reading phase, whilst- reading, and post-reading. The findings conclusion
from this study was that the use of scrabble game was able to enhance the
students vocabulary mastery. This was supported by the facts of the results of the
study.
The result of the students vocabulary mastery in every single steps
showed improvement. Based on the criteria of success that had been set that was
75% of the students could reach the passing grade 70, the result the pre-test was
only 7 students from 30 students or only 24% could reach the passing grade 70.
However after having treatments in some cycles, students vocabulary mastery
result increased in post-test in each cycle; from 43% in the cycle 1 become 76% in
cycle 2. Meanwhile the students activeness were rated good, for 80% students got
involved actively during the teaching learning process in cycle 1, and almost
100% got involved actively during the teaching learning process in cycle 2.
For the conclusion, the scrabble game was one of applicable game to
enhance the students vocabulary mastery. Through playing this scrabble game it
was intended to stimulate the students in enhancing their vocabulary. Therefore
12
through this game, it was expected that the students would be able to create
English sentences easily.
Suggestion
a. For the Teacher
The teachers should select some appropriate and interesting game based
on the students needs for example using scrabble game. An interesting and
challenging game will bring good situation in the learning activities.
b. For the Students
Students should be more active and creative in the learning process.
Playing games is one of the interesting activities that children love to do. So,
through playing scrabble game in the learning activity the students creativity
could be stimulated, this game especially could help enhance students vocabulary
mastery.
c. For the Institution
The institution should provide various techniques and media to help the
teachers improving both their teaching skill and students achievement. One of the
applicable media is scrabble board that used to play scrabble game in which in
this study, had proven able to enhance the students vocabulary mastery.
13